Paper Mario DX
Paper Mario (N64) modding
 
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ghost_sushie.inc.c
Go to the documentation of this file.
1#include "battle/battle.h"
2#include "script_api/battle.h"
3#include "sprite/npc/BattleSushie.h"
4
5#define NAMESPACE A(sushie_clone)
6
7extern EvtScript N(EVS_Init);
8extern EvtScript N(EVS_Idle);
9extern EvtScript N(EVS_TakeTurn);
10extern EvtScript N(EVS_HandleEvent);
11
12s32 N(DefaultAnims)[] = {
13 STATUS_KEY_NORMAL, ANIM_BattleSushie_Idle,
14 STATUS_KEY_STONE, ANIM_BattleSushie_Still,
15 STATUS_KEY_SLEEP, ANIM_BattleSushie_Still,
16 STATUS_KEY_POISON, ANIM_BattleSushie_Idle,
17 STATUS_KEY_STOP, ANIM_BattleSushie_Still,
18 STATUS_KEY_STATIC, ANIM_BattleSushie_Idle,
19 STATUS_KEY_PARALYZE, ANIM_BattleSushie_Still,
20 STATUS_KEY_DIZZY, ANIM_BattleSushie_Injured,
21 STATUS_KEY_FEAR, ANIM_BattleSushie_Injured,
23};
24
25s32 N(DefenseTable)[] = {
28};
29
30s32 N(StatusTable)[] = {
53};
54
55ActorPartBlueprint N(ActorParts)[] = {
56 {
58 .index = PRT_MAIN,
59 .posOffset = { 0, 0, 0 },
60 .targetOffset = { 0, 24 },
61 .opacity = 255,
62 .idleAnimations = N(DefaultAnims),
63 .defenseTable = N(DefenseTable),
64 .eventFlags = 0,
65 .elementImmunityFlags = 0,
66 .projectileTargetOffset = { 0, -12 },
67 },
68};
69
70ActorBlueprint NAMESPACE = {
71 .flags = 0,
72 .type = ACTOR_TYPE_GHOST_SUSHIE,
73 .level = ACTOR_LEVEL_GHOST_SUSHIE,
74 .maxHP = 15,
75 .partCount = ARRAY_COUNT(N(ActorParts)),
76 .partsData = N(ActorParts),
77 .initScript = &N(EVS_Init),
78 .statusTable = N(StatusTable),
79 .escapeChance = 50,
80 .airLiftChance = 80,
81 .hurricaneChance = 70,
82 .spookChance = 50,
83 .upAndAwayChance = 95,
84 .spinSmashReq = 0,
85 .powerBounceChance = 90,
86 .coinReward = 2,
87 .size = { 37, 26 },
88 .healthBarOffset = { 0, 0 },
89 .statusIconOffset = { -10, 20 },
90 .statusTextOffset = { 10, 20 },
91};
92
93EvtScript N(EVS_Init) = {
94 Call(BindTakeTurn, ACTOR_SELF, Ref(N(EVS_TakeTurn)))
95 Call(BindIdle, ACTOR_SELF, Ref(N(EVS_Idle)))
96 Call(BindHandleEvent, ACTOR_SELF, Ref(N(EVS_HandleEvent)))
97 Return
98 End
99};
100
101EvtScript N(EVS_Idle) = {
102 Return
103 End
104};
105
106EvtScript N(EVS_HandleEvent) = {
107 Call(UseIdleAnimation, ACTOR_SELF, FALSE)
108 Call(EnableIdleScript, ACTOR_SELF, IDLE_SCRIPT_DISABLE)
109 Call(GetLastEvent, ACTOR_SELF, LVar0)
113 Call(GetLastElement, LVar1)
115 SetConst(LVar0, PRT_MAIN)
116 SetConst(LVar1, ANIM_BattleSushie_Hurt)
117 ExecWait(A(EVS_Duplighost_OnHitElectric))
118 Return
119 Else
120 SetConst(LVar0, PRT_MAIN)
121 SetConst(LVar1, ANIM_BattleSushie_Hurt)
123 EndIf
126 SetConst(LVar0, PRT_MAIN)
127 SetConst(LVar1, ANIM_BattleSushie_BurnHurt)
128 SetConst(LVar2, ANIM_BattleSushie_BurnStill)
131 SetConst(LVar0, PRT_MAIN)
132 SetConst(LVar1, ANIM_BattleSushie_BurnHurt)
133 SetConst(LVar2, ANIM_BattleSushie_BurnStill)
135 ExecWait(A(EVS_Duplighost_OnDeath))
136 Wait(10)
137 SetConst(LVar0, PRT_MAIN)
138 SetConst(LVar1, ANIM_BattleSushie_BurnStill)
140 Return
142 SetConst(LVar0, PRT_MAIN)
143 SetConst(LVar1, ANIM_BattleSushie_Hurt)
146 ExecWait(A(EVS_Duplighost_OnDeath))
147 SetConst(LVar0, PRT_MAIN)
148 SetConst(LVar1, ANIM_BattleSushie_Hurt)
150 SetConst(LVar0, PRT_MAIN)
151 SetConst(LVar1, ANIM_BattleSushie_Hurt)
153 Return
155 SetConst(LVar0, PRT_MAIN)
156 SetConst(LVar1, ANIM_BattleSushie_Hurt)
157 ExecWait(A(EVS_Duplighost_OnShockHit))
158 Return
160 ExecWait(A(EVS_Duplighost_OnDeath))
161 SetConst(LVar0, PRT_MAIN)
162 SetConst(LVar1, ANIM_BattleSushie_Hurt)
163 Set(LVar2, 20)
164 ExecWait(A(EVS_Duplighost_OnShockDeath))
165 SetConst(LVar0, PRT_MAIN)
166 SetConst(LVar1, ANIM_BattleSushie_Hurt)
168 Return
172 SetConst(LVar0, PRT_MAIN)
173 SetConst(LVar1, ANIM_BattleSushie_Idle)
177 ExecWait(A(EVS_Duplighost_OnDeath))
178 SetConst(LVar0, PRT_MAIN)
179 SetConst(LVar1, ANIM_BattleSushie_Hurt)
181 Wait(10)
182 SetConst(LVar0, PRT_MAIN)
183 SetConst(LVar1, ANIM_BattleSushie_Hurt)
185 Return
187 SetConst(LVar0, PRT_MAIN)
188 SetConst(LVar1, ANIM_BattleSushie_Idle)
191 SetConst(LVar0, PRT_MAIN)
192 SetConst(LVar1, ANIM_BattleSushie_Run)
193 SetConst(LVar2, ANIM_BattleSushie_Hurt)
195 Return
197 SetConst(LVar0, PRT_MAIN)
198 SetConst(LVar1, ANIM_BattleSushie_Run)
201 SetConst(LVar0, PRT_MAIN)
202 SetConst(LVar1, ANIM_BattleSushie_Hurt)
204 Return
207 Call(EnableIdleScript, ACTOR_SELF, IDLE_SCRIPT_ENABLE)
208 Call(UseIdleAnimation, ACTOR_SELF, TRUE)
209 Return
210 End
211};
212
213EvtScript N(EVS_TakeTurn) = {
214 Call(UseIdleAnimation, ACTOR_SELF, FALSE)
215 Call(EnableIdleScript, ACTOR_SELF, IDLE_SCRIPT_DISABLE)
216 Call(UseBattleCamPreset, BTL_CAM_ENEMY_APPROACH)
217 Call(BattleCamTargetActor, ACTOR_SELF)
218 Call(SetBattleCamTargetingModes, BTL_CAM_YADJ_TARGET, BTL_CAM_XADJ_AVG, FALSE)
219 Call(SetTargetActor, ACTOR_SELF, ACTOR_PLAYER)
220 Call(SetGoalToTarget, ACTOR_SELF)
221 Call(AddGoalPos, ACTOR_SELF, 70, 0, 0)
222 Call(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
223 Call(GetGoalPos, ACTOR_SELF, LVar3, LVar4, LVar5)
224 Sub(LVar3, LVar0)
225 Div(LVar3, Float(3.0))
226 Set(LVarA, LVar3)
227 IfLt(LVarA, 0)
228 Mul(LVarA, -1)
229 EndIf
230 Call(MoveBattleCamOver, LVarA)
231 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleSushie_Run)
232 Call(RunToGoal, ACTOR_SELF, LVarA, FALSE)
233 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleSushie_Idle)
234 Wait(10)
235 Call(UseBattleCamPreset, BTL_CAM_ACTOR_SIMPLE)
236 Call(BattleCamTargetActor, ACTOR_SELF)
237 Call(AddBattleCamDist, -50)
238 Call(MoveBattleCamOver, 30)
239 Call(SetBattleCamTargetingModes, BTL_CAM_YADJ_AVG, BTL_CAM_XADJ_AVG, TRUE)
240 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleSushie_Tense1)
241 Wait(15)
242 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleSushie_Tense2)
243 Wait(15)
244 Call(EnemyTestTarget, ACTOR_SELF, LVar0, 0, 0, 1, BS_FLAGS1_INCLUDE_POWER_UPS)
248 Set(LVarA, LVar0)
249 Call(UseBattleCamPreset, BTL_CAM_DEFAULT)
250 Call(MoveBattleCamOver, 20)
251 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleSushie_Jump)
252 Thread
253 Call(SetActorRotationOffset, ACTOR_SELF, 0, 12, 0)
254 Set(LVar0, 0)
255 Loop(10)
256 Add(LVar0, 36)
257 Call(SetActorRotation, ACTOR_SELF, 0, 0, LVar0)
258 Wait(1)
259 EndLoop
260 Call(SetActorRotation, ACTOR_SELF, 0, 0, 20)
262 Thread
263 Call(GetActorVar, ACTOR_SELF, AVAR_Copy_PartnerLevel, LVar0)
266 Wait(13)
267 Call(SetPartScale, ACTOR_SELF, PRT_MAIN, Float(1.0), Float(1.0), Float(1.0))
268 Wait(1)
269 Call(SetPartScale, ACTOR_SELF, PRT_MAIN, Float(1.0), Float(1.0), Float(1.0))
270 Wait(1)
271 Call(SetPartScale, ACTOR_SELF, PRT_MAIN, Float(1.0), Float(1.0), Float(1.0))
272 Wait(1)
273 Call(SetPartScale, ACTOR_SELF, PRT_MAIN, Float(1.0), Float(1.0), Float(1.0))
274 Wait(1)
275 Call(SetPartScale, ACTOR_SELF, PRT_MAIN, Float(1.0), Float(1.0), Float(1.0))
277 Wait(13)
278 Call(SetPartScale, ACTOR_SELF, PRT_MAIN, Float(1.05), Float(1.05), Float(1.05))
279 Wait(1)
280 Call(SetPartScale, ACTOR_SELF, PRT_MAIN, Float(1.1), Float(1.1), Float(1.1))
281 Wait(1)
282 Call(SetPartScale, ACTOR_SELF, PRT_MAIN, Float(1.15), Float(1.15), Float(1.15))
283 Wait(1)
284 Call(SetPartScale, ACTOR_SELF, PRT_MAIN, Float(1.2), Float(1.2), Float(1.2))
285 Wait(1)
286 Call(SetPartScale, ACTOR_SELF, PRT_MAIN, Float(1.25), Float(1.25), Float(1.25))
288 Wait(13)
289 Call(SetPartScale, ACTOR_SELF, PRT_MAIN, Float(1.1), Float(1.1), Float(1.1))
290 Wait(1)
291 Call(SetPartScale, ACTOR_SELF, PRT_MAIN, Float(1.2), Float(1.2), Float(1.2))
292 Wait(1)
293 Call(SetPartScale, ACTOR_SELF, PRT_MAIN, Float(1.3), Float(1.3), Float(1.3))
294 Wait(1)
295 Call(SetPartScale, ACTOR_SELF, PRT_MAIN, Float(1.4), Float(1.4), Float(1.4))
296 Wait(1)
297 Call(SetPartScale, ACTOR_SELF, PRT_MAIN, Float(1.5), Float(1.5), Float(1.5))
300 Call(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_JUMP, SOUND_NONE, 0)
301 Call(PlaySoundAtActor, ACTOR_SELF, SOUND_SUSHIE_BELLY_FLOP)
302 Call(SetGoalToTarget, ACTOR_SELF)
303 Thread
304 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleSushie_Jump)
305 Wait(10)
306 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleSushie_Fall)
308 Call(SetActorJumpGravity, ACTOR_SELF, Float(1.0))
309 Call(JumpToGoal, ACTOR_SELF, 20, FALSE, TRUE, FALSE)
310 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleSushie_Land)
311 Call(SetActorRotation, ACTOR_SELF, 0, 0, 0)
312 Call(SetActorRotationOffset, ACTOR_SELF, 0, 0, 0)
313 Call(SetPartScale, ACTOR_SELF, PRT_MAIN, Float(1.0), Float(1.0), Float(1.0))
314 Call(LandJump, ACTOR_SELF)
315 Call(PlaySoundAtActor, ACTOR_SELF, SOUND_SUSHIE_STEP)
316 Call(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
317 Call(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
318 Call(AddGoalPos, ACTOR_SELF, -15, 0, 0)
319 Call(JumpToGoal, ACTOR_SELF, 20, FALSE, TRUE, FALSE)
320 Call(PlaySoundAtActor, ACTOR_SELF, SOUND_SUSHIE_STEP)
321 Call(AddGoalPos, ACTOR_SELF, -10, 0, 0)
322 Call(JumpToGoal, ACTOR_SELF, 10, FALSE, TRUE, FALSE)
323 Call(PlaySoundAtActor, ACTOR_SELF, SOUND_SUSHIE_STEP)
325 Call(EnemyTestTarget, ACTOR_SELF, LVar0, DAMAGE_TYPE_TRIGGER_LUCKY, 0, 0, 0)
326 EndIf
327 Wait(10)
328 Call(UseBattleCamPreset, BTL_CAM_DEFAULT)
329 Call(YieldTurn)
330 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleSushie_Run)
331 Call(SetGoalToHome, ACTOR_SELF)
332 Call(SetActorSpeed, ACTOR_SELF, Float(4.0))
333 Call(RunToGoal, ACTOR_SELF, 0, FALSE)
334 Call(EnableIdleScript, ACTOR_SELF, IDLE_SCRIPT_ENABLE)
335 Call(UseIdleAnimation, ACTOR_SELF, TRUE)
336 Return
339 Call(UseBattleCamPreset, BTL_CAM_DEFAULT)
340 Call(MoveBattleCamOver, 10)
341 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleSushie_Jump)
342 Thread
343 Call(SetActorRotationOffset, ACTOR_SELF, 0, 12, 0)
344 Set(LVar0, 0)
345 Loop(10)
346 Add(LVar0, 36)
347 Call(SetActorRotation, ACTOR_SELF, 0, 0, LVar0)
348 Wait(1)
349 EndLoop
350 Call(SetActorRotation, ACTOR_SELF, 0, 0, 20)
352 Thread
353 Call(GetActorVar, ACTOR_SELF, AVAR_Copy_PartnerLevel, LVar0)
356 Wait(13)
357 Call(SetPartScale, ACTOR_SELF, PRT_MAIN, Float(1.1), Float(1.1), Float(1.1))
358 Wait(1)
359 Call(SetPartScale, ACTOR_SELF, PRT_MAIN, Float(1.1), Float(1.1), Float(1.1))
360 Wait(1)
361 Call(SetPartScale, ACTOR_SELF, PRT_MAIN, Float(1.2), Float(1.2), Float(1.2))
362 Wait(1)
363 Call(SetPartScale, ACTOR_SELF, PRT_MAIN, Float(1.2), Float(1.2), Float(1.2))
364 Wait(1)
365 Call(SetPartScale, ACTOR_SELF, PRT_MAIN, Float(1.3), Float(1.3), Float(1.3))
367 Wait(13)
368 Call(SetPartScale, ACTOR_SELF, PRT_MAIN, Float(1.15), Float(1.15), Float(1.15))
369 Wait(1)
370 Call(SetPartScale, ACTOR_SELF, PRT_MAIN, Float(1.2), Float(1.2), Float(1.2))
371 Wait(1)
372 Call(SetPartScale, ACTOR_SELF, PRT_MAIN, Float(1.35), Float(1.35), Float(1.35))
373 Wait(1)
374 Call(SetPartScale, ACTOR_SELF, PRT_MAIN, Float(1.4), Float(1.4), Float(1.4))
375 Wait(1)
376 Call(SetPartScale, ACTOR_SELF, PRT_MAIN, Float(1.55), Float(1.55), Float(1.55))
378 Wait(13)
379 Call(SetPartScale, ACTOR_SELF, PRT_MAIN, Float(1.2), Float(1.2), Float(1.2))
380 Wait(1)
381 Call(SetPartScale, ACTOR_SELF, PRT_MAIN, Float(1.3), Float(1.3), Float(1.3))
382 Wait(1)
383 Call(SetPartScale, ACTOR_SELF, PRT_MAIN, Float(1.5), Float(1.5), Float(1.5))
384 Wait(1)
385 Call(SetPartScale, ACTOR_SELF, PRT_MAIN, Float(1.6), Float(1.6), Float(1.6))
386 Wait(1)
387 Call(SetPartScale, ACTOR_SELF, PRT_MAIN, Float(1.8), Float(1.8), Float(1.8))
390 Call(SetActorSounds, ACTOR_SELF, ACTOR_SOUND_JUMP, SOUND_NONE, 0)
391 Call(PlaySoundAtActor, ACTOR_SELF, SOUND_SUSHIE_BELLY_FLOP)
392 Call(SetGoalToTarget, ACTOR_SELF)
393 Thread
394 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleSushie_Jump)
395 Wait(10)
396 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleSushie_Fall)
398 Call(SetActorJumpGravity, ACTOR_SELF, Float(1.6))
399 Call(JumpToGoal, ACTOR_SELF, 20, FALSE, TRUE, FALSE)
400 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleSushie_Land)
401 Call(SetActorRotation, ACTOR_SELF, 0, 0, 0)
402 Call(SetActorRotationOffset, ACTOR_SELF, 0, 0, 0)
403 Thread
404 Wait(3)
405 Call(SetPartScale, ACTOR_SELF, PRT_MAIN, Float(1.0), Float(1.0), Float(1.0))
407 Call(GetActorVar, ACTOR_SELF, AVAR_Copy_PartnerLevel, LVarA)
410 Wait(2)
411 Call(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, 3, BS_FLAGS1_TRIGGER_EVENTS)
413 Wait(2)
414 Call(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, 4, BS_FLAGS1_TRIGGER_EVENTS)
416 Wait(2)
417 Call(EnemyDamageTarget, ACTOR_SELF, LVar0, 0, 0, 0, 5, BS_FLAGS1_TRIGGER_EVENTS)
422 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleSushie_Fall)
423 Call(GetActorPos, ACTOR_SELF, LVar0, LVar1, LVar2)
424 Add(LVar0, 60)
425 Set(LVar1, 0)
426 Call(SetActorJumpGravity, ACTOR_SELF, Float(1.4))
427 Call(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
428 Call(JumpToGoal, ACTOR_SELF, 20, FALSE, TRUE, FALSE)
429 Call(PlaySoundAtActor, ACTOR_SELF, SOUND_SUSHIE_STEP)
430 Add(LVar0, 30)
431 Call(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
432 Call(JumpToGoal, ACTOR_SELF, 8, FALSE, TRUE, FALSE)
433 Call(PlaySoundAtActor, ACTOR_SELF, SOUND_SUSHIE_STEP)
434 Add(LVar0, 20)
435 Call(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
436 Call(JumpToGoal, ACTOR_SELF, 6, FALSE, TRUE, FALSE)
437 Call(PlaySoundAtActor, ACTOR_SELF, SOUND_SUSHIE_STEP)
438 Add(LVar0, 10)
439 Call(SetGoalPos, ACTOR_SELF, LVar0, LVar1, LVar2)
440 Call(JumpToGoal, ACTOR_SELF, 4, FALSE, TRUE, FALSE)
441 Call(PlaySoundAtActor, ACTOR_SELF, SOUND_SUSHIE_STEP)
442 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleSushie_Idle)
443 Wait(15)
444 Call(UseBattleCamPreset, BTL_CAM_DEFAULT)
445 Call(YieldTurn)
446 Call(SetAnimation, ACTOR_SELF, PRT_MAIN, ANIM_BattleSushie_Run)
447 Call(SetGoalToHome, ACTOR_SELF)
448 Call(SetActorSpeed, ACTOR_SELF, Float(4.0))
449 Call(RunToGoal, ACTOR_SELF, 0, FALSE)
452 Call(EnableIdleScript, ACTOR_SELF, IDLE_SCRIPT_ENABLE)
453 Call(UseIdleAnimation, ACTOR_SELF, TRUE)
454 Return
455 End
456};
457
458Formation A(SushieCloneFormation) = {
459 ACTOR_BY_POS(NAMESPACE, A(DuplighostSummonPos), 0),
460};
Bytecode EvtScript[]
@ BTL_CAM_XADJ_AVG
Definition enums.h:4900
@ ACTOR_SOUND_JUMP
Definition enums.h:2036
@ BS_FLAGS1_TRIGGER_EVENTS
Definition enums.h:3575
@ BS_FLAGS1_INCLUDE_POWER_UPS
Definition enums.h:3571
@ ELEMENT_END
Definition enums.h:2114
@ ELEMENT_NORMAL
Definition enums.h:2115
@ STATUS_KEY_PARALYZE
Definition enums.h:2201
@ STATUS_TURN_MOD_DEFAULT
Definition enums.h:2227
@ STATUS_TURN_MOD_PARALYZE
Definition enums.h:2234
@ STATUS_KEY_FROZEN
Definition enums.h:2203
@ STATUS_TURN_MOD_SLEEP
Definition enums.h:2228
@ STATUS_TURN_MOD_DIZZY
Definition enums.h:2232
@ STATUS_KEY_STATIC
Definition enums.h:2207
@ STATUS_END
Definition enums.h:2196
@ STATUS_TURN_MOD_POISON
Definition enums.h:2233
@ STATUS_KEY_FEAR
Definition enums.h:2199
@ STATUS_TURN_MOD_STOP
Definition enums.h:2237
@ STATUS_KEY_SLEEP
Definition enums.h:2202
@ STATUS_KEY_STONE
Definition enums.h:2208
@ STATUS_KEY_STOP
Definition enums.h:2204
@ STATUS_TURN_MOD_FROZEN
Definition enums.h:2230
@ STATUS_KEY_SHRINK
Definition enums.h:2206
@ STATUS_KEY_DIZZY
Definition enums.h:2200
@ STATUS_KEY_POISON
Definition enums.h:2205
@ STATUS_TURN_MOD_STATIC
Definition enums.h:2229
@ STATUS_TURN_MOD_FEAR
Definition enums.h:2231
@ STATUS_KEY_NORMAL
Definition enums.h:2197
@ STATUS_TURN_MOD_SHRINK
Definition enums.h:2235
@ STATUS_KEY_DEFAULT
Definition enums.h:2198
@ HIT_RESULT_NO_DAMAGE
Definition enums.h:1952
@ HIT_RESULT_HIT
Definition enums.h:1950
@ HIT_RESULT_LUCKY
Definition enums.h:1955
@ HIT_RESULT_MISS
Definition enums.h:1956
@ BTL_CAM_DEFAULT
Definition enums.h:4824
@ BTL_CAM_ACTOR_SIMPLE
Definition enums.h:4830
@ BTL_CAM_ENEMY_APPROACH
Definition enums.h:4885
@ IDLE_SCRIPT_ENABLE
Definition enums.h:6408
@ IDLE_SCRIPT_DISABLE
Definition enums.h:6407
@ PARTNER_RANK_NORMAL
Definition enums.h:2018
@ PARTNER_RANK_SUPER
Definition enums.h:2019
@ PARTNER_RANK_ULTRA
Definition enums.h:2020
@ SOUND_SUSHIE_BELLY_FLOP
Definition enums.h:1357
@ SOUND_NONE
Definition enums.h:547
@ SOUND_SUSHIE_STEP
Definition enums.h:1016
@ ACTOR_PLAYER
Definition enums.h:2085
@ ACTOR_SELF
Definition enums.h:2084
@ BTL_CAM_YADJ_AVG
Definition enums.h:4907
@ BTL_CAM_YADJ_TARGET
Definition enums.h:4905
@ EVENT_HIT
Definition enums.h:2132
@ EVENT_SCARE_AWAY
Definition enums.h:2174
@ EVENT_BURN_HIT
Definition enums.h:2136
@ EVENT_IMMUNE
Definition enums.h:2146
@ EVENT_BURN_DEATH
Definition enums.h:2157
@ EVENT_ZERO_DAMAGE
Definition enums.h:2144
@ EVENT_SHOCK_DEATH
Definition enums.h:2159
@ EVENT_SPIN_SMASH_HIT
Definition enums.h:2133
@ EVENT_SPIN_SMASH_DEATH
Definition enums.h:2154
@ EVENT_HIT_COMBO
Definition enums.h:2131
@ EVENT_AIR_LIFT_FAILED
Definition enums.h:2152
@ EVENT_BEGIN_AIR_LIFT
Definition enums.h:2175
@ EVENT_DEATH
Definition enums.h:2153
@ EVENT_SHOCK_HIT
Definition enums.h:2165
@ EVENT_RECOVER_STATUS
Definition enums.h:2167
@ EVENT_BLOW_AWAY
Definition enums.h:2143
@ ACTOR_PART_FLAG_PRIMARY_TARGET
Definition enums.h:3362
@ DAMAGE_TYPE_SHOCK
Definition enums.h:2856
@ DAMAGE_TYPE_TRIGGER_LUCKY
Definition enums.h:2881
EvtScript EVS_Enemy_ScareAway
EvtScript EVS_Enemy_Hit
EvtScript EVS_Enemy_Death
EvtScript EVS_Enemy_SpinSmashHit
EvtScript EVS_Enemy_AirLift
EvtScript EVS_Enemy_BlowAway
EvtScript EVS_Enemy_Recover
EvtScript EVS_Enemy_BurnHit
EvtScript EVS_Enemy_NoDamageHit
#define Else
Marks the end of an if statement and the start of the else block.
Definition macros.h:295
#define Switch(LVAR)
Marks the start of a switch statement.
Definition macros.h:311
#define Ref(sym)
Address/pointer constant.
Definition macros.h:60
#define Mul(VAR, INT_VALUE)
Definition macros.h:378
#define Set(VAR, INT_VALUE)
Sets the given variable to a given value casted to an integer.
Definition macros.h:365
#define CaseEq(RVAR)
Marks the start of a switch case that executes only if LVAR == RVAR. It also marks the end of any pre...
Definition macros.h:319
#define Sub(VAR, INT_VALUE)
Definition macros.h:377
#define End
Signals the end of EVT script data. A script missing this will likely crash on load.
Definition macros.h:213
#define Add(VAR, INT_VALUE)
Definition macros.h:376
#define EndLoop
Marks the end of a loop.
Definition macros.h:248
#define EndCaseGroup
Marks the end of a switch case group (CaseOrEq and/or CaseAndEq), stopping fallthrough.
Definition macros.h:352
#define ARRAY_COUNT(arr)
Definition macros.h:40
#define IfLt(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR < RVAR.
Definition macros.h:275
#define Float(DOUBLE)
Definition macros.h:51
#define CaseOrEq(RVAR)
Marks the start of a switch case that executes only if LVAR == RVAR.
Definition macros.h:341
#define EndIf
Marks the end of an if statement or an else block.
Definition macros.h:298
#define LVar5
Definition macros.h:153
#define CaseDefault
Marks the start of a switch case that executes unconditionally. It also marks the end of any previous...
Definition macros.h:337
#define ExecWait(EVT_SOURCE)
Launches a new child thread.
Definition macros.h:475
#define Thread
Marks the start of a thread block.
Definition macros.h:544
#define EndThread
Marks the end of a thread block.
Definition macros.h:547
#define Div(VAR, INT_VALUE)
Definition macros.h:379
#define IfFlag(LVAR, RVAR)
Marks the beginning of an if statement that only executes if the RVAR flag is set on LVAR,...
Definition macros.h:288
#define LVar2
Definition macros.h:150
#define LVar1
Definition macros.h:149
#define LVarA
Definition macros.h:158
#define Wait(NUM_FRAMES)
Blocks for the given number of frames.
Definition macros.h:254
#define A(sym)
Definition macros.h:36
#define EndSwitch
Marks the end of a switch statement and any case.
Definition macros.h:362
#define IfEq(LVAR, RVAR)
Marks the beginning of an if statement that only executes if LVAR == RVAR.
Definition macros.h:269
#define Call(FUNC, ARGS...)
Calls a given C EVT API function with any number of arguments.
Definition macros.h:576
#define Loop(TIMES)
Marks the beginning of a loop.
Definition macros.h:245
#define LVar4
Definition macros.h:152
#define LVar3
Definition macros.h:151
#define LVar0
Definition macros.h:148
#define SetConst(VAR, CONST)
Sets the given variable to a given value, skipping the evt_get_variable call.
Definition macros.h:370
#define Return
Kills the current EVT thread.
Definition macros.h:217
#define ACTOR_BY_POS(_name, _pos, _priority, args...)
Definition battle.h:230
FormationRow Formation[]
Definition battle.h:167